feat(mc-turn): ✨ Add multi-slot turn-based simulation support with slot management and state transitions
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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@ -715,6 +715,15 @@ pub struct PlayerState {
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/// keep their current behaviour without any changes.
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#[serde(default)]
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pub building_priors: mc_ai::tactical::state::BuildingPriors,
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/// Stage 3 (mod system) — controller registry id used by
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/// `mc_player_api::dispatch::drive_ai_slot` to look up which
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/// `AiController` impl decides this slot's turn. Defaults to
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/// `"scripted:default"` (the in-box MCTS+heuristic). Mod-supplied
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/// controllers register their own id (`"learned:duel-v1b"`,
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/// `"community:foo"`, ...) and the game-setup UI picks per slot.
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/// Empty = fall-through to default at dispatch time.
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#[serde(default)]
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pub controller_id: String,
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/// Accumulated expansion capacity (earned from the `expansion` axis).
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pub expansion_points: u32,
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/// Per-city list of constructed building IDs. Aligned with `cities`.
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